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Sabotage does not always require subtlety. Instead of  traps for individuals, the demolitionist creates explosive charges to take down entire structures, bringing down
fortresses long after she has already left.

Demolition Charge

At 2nd level, a demolitionist learns how to create demolition charges, using the magical energy that would normally power her traps to create deadly explosives.

In place of one of her daily trap slots, she can create a demolition charge. Creating a demolition charge takes the same time as creating a trap, and follows the normal rules for saboteur traps for the purpose of placing multiple charges, how long the charges last before falling apart harmlessly, and how to disarm them. Placing a demolition charge takes 1 round. A charge has 10 hit points and hardness 0; while the charge can be destroyed, it has a 25% chance of detonating (if not disarmed first); if it takes any direct fire damage, it always detonates.

When a demolition charge detonates, it explodes in a 10-foot-radius burst, dealing 1d6 fire damage per two saboteur levels obtained (max 10d6) plus an additional 1d6 damage per level of the trap slot used. This damage bypasses an amount of hardness of an object equal to double the saboteur’s level, and the fire damage is not halved when dealing damage to an object (as energy damage normally is). A Fortitude save halves the damage, the DC using the same DC as her saboteur traps based on the trap slot used for the demolition charge. While it is especially potent against objects and structures, it is less effective against creatures; creatures caught in the blast take half the charge’s normal damage (or one- quarter the damage on a successful saving throw).

When placing a demolition charge, the demolitionist chooses whether the charge detonates based on a set amount of time passing or from remote activation. If she chooses a set time, the demolitionist must declare a number of minutes before the charge explodes automatically (minimum 1). The maximum time she can set is equal to 10 minutes per saboteur level. At the end of this duration, the demolition charge explodes. Once she sets the timer, it cannot be deactivated save for the charge being disarmed or destroyed.

If she wishes to detonate it remotely, she can instead trigger it by concentrating on the charge’s magic as a standard action; doing so causes the charge to detonate immediately. She must have line of sight to the demolition charge and must be within medium range (100 ft. + 10 ft./level) of its location to do so. She cannot otherwise trigger her demolition charges remotely, as she can a trap she has placed.

This ability replaces the saboteur trick gained at 2nd level.

Combined Arms (Ex)

At 7th level, the demolitionist gains the combined arms ability, but can only use the higher-level trap slots she gains through this ability to prepare a demolition charge.

This alters the combined arms ability.

Demolition Bomb (Ex)

At 11th level, the demolitionist can use her demolition charges offensively. Instead of placing the charge as normal, as a standard action she can throw the demolition charge with a volatile trigger, causing it to detonate on impact. She must make a ranged touch-attack to hit her target, and the target must be within 20 feet. On a hit, the demolition charge deals its normal damage, but does not have a splash radius; it only affects the target struck.

This ability replaces ranged setup.

Improved Trigger (Ex)

At 15th level, the demolitionist’s demolition charges last for 1 hour per level, rather than 10 minutes per level. This also increases the maximum time she can set for her charges to automatically detonate to 1 hour per level. Her other saboteur traps do not benefit from this increase. In addition, when detonating a demolition charge remotely, she can do so if she is within long range of the charge (400 ft. + 40 ft./level) and no longer needs line of sight.

This ability replaces lasting traps.